Karvalorax, Terror of Hornspire

by Squillem

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Karvalorax, Terror of Hornspire

Large dragon, chaotic evil


  • Armor Class 19
  • Hit Points 210
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)

  • Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  • Skills Perception +8, Stealth +4
  • Damage Immunities fire
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  • Languages Elvish, Draconic

Legendary Resistance (1/Day). If Karvalorax fails a saving throw, it can choose to succeed instead.

Captive. Karvalorax has taken another warrior captive (Veteran stats work, but I used a Level 3 Warlord retainer from Strongholds & Followers). The PCs may be able to free the captive, perhaps by beating Karvalorax in a strength check or some other inventive solution. If the captive is freed, they could be an ally for the PCs.

Dragonkind's Indignation. When Karvalorax has 105 HP or fewer, he roars as the gaps between his scales begin to glow with his internal fire. All of his melee attacks do +1d6 fire damage.

Actions

Multiattack. Karvalorax makes three attacks: one with its bite and two with its claws. If two or more of these melee attacks hit the same target, Karvalorax grapples it (DC 17). Karvalorax can up to three creatures grappled at once.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 2d10 + 6 piercing, 1d6 fire.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d6 + 6 slashing.

Fire Breath (Recharge 5–6). 30-foot cone. DC 17 Dex save, 16d6 fire damage on fail, half on success. Karvalorax sets 3 spaces on fire (as with the Incinerate bonus action).

Pounce. If Karvalorax is on the ground, he can leap 20 feet without provoking opportunity attacks and make two claw attacks.

Bonus Actions

Incinerate. As a bonus action, Karvalorax sets a space within 30 feet of him on fire. A creature takes 1d6 fire damage if it enters the space or starts its turn there.

Villain actions

These occur on initiative 0 each round in the order below.

Round 1: Death from Above. Karvalorax flies onto the scene with a Lvl 3 Warlord retainer in his claws. Karvalorax will land and use fire breath on his next turn.

Round 2: Leaping Flames. Karvalorax leaps into the air 80 feet. He tries to stay in the air until he uses Incandescent Dive.

Round 3: Strafing Run. If Karvalorax hasn't gotten a chance to recharge his fire breath yet, he gets to recharge and use it immediately. If he has recharged it already this battle, he can fly up to his speed.

Round 4: Incandescent Dive. Karvalorax dives to the ground, causing it to tremble. The effect is equivalent to the Erupting Earth spell, DC 17. If the captive is still in Karvalorax's claws, they die.

Round 5: Searing Winds. Choose a direction at random (d8). For each fire, the space 5 feet in that direction of it also sets on fire as Karvalorax flaps his wings.

 

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